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What are your problems with Healing/Dying mechanics in 4E
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<blockquote data-quote="billd91" data-source="post: 5049786" data-attributes="member: 3400"><p>I don't like healing surges as implemented in 4e, but I do like the second wind rules from Star Wars Saga Edition. The idea of a hero being knocked around and then surging back into the fight is a good and dramatic one. But 4e terribly cheapens it by making it so easy to invoke and frequently used. SWSE limits it to once a day when at half max hp or fewer (in 4e terms, bloodied). I like that much better.</p><p></p><p>4e then compounds the problem by having healing potions use the PC's own healing surges to heal up.</p><p></p><p>The one bright spot with 4e healing surges that I can see is the paladin's laying on of hands. I think it's pretty cool that a paladin sacrifices his own healing ability to heal others. But that's not enough for me to keep the system.</p><p></p><p>If I had my druthers, I'd limit the healing surge to once a day when bloodied. But I'd also include feats/daily utility powers that allow one additional surge/day like SWSE does (I think you can get up to 2 extras with a talent and a feat).</p><p>I wouldn't have leader healing powers use the target's healing surge. I'd just make them encounter powers (or twice/encounter powers such as they are) with a limit on how often they can be used on a single target per short rest. I'd also build some dailies that do significantly greater healing (2-3x surge value).</p><p>Healing potions and other magic wouldn't run off anyone's healing surges. They'd just add hp.</p><p>I think the surge value of 1/4 max hp would still be valuable. I'd base all leader healing powers on some multiple of the target's surge value. I'd do the same with all healing potions (no burning a healing surge to gain back fewer hp than using a surge).</p><p></p><p>And since Rocky Balboa usually comes back swinging hard when he surges, I'd give the PC an offensive as well as defensive bonus when he surges.</p></blockquote><p></p>
[QUOTE="billd91, post: 5049786, member: 3400"] I don't like healing surges as implemented in 4e, but I do like the second wind rules from Star Wars Saga Edition. The idea of a hero being knocked around and then surging back into the fight is a good and dramatic one. But 4e terribly cheapens it by making it so easy to invoke and frequently used. SWSE limits it to once a day when at half max hp or fewer (in 4e terms, bloodied). I like that much better. 4e then compounds the problem by having healing potions use the PC's own healing surges to heal up. The one bright spot with 4e healing surges that I can see is the paladin's laying on of hands. I think it's pretty cool that a paladin sacrifices his own healing ability to heal others. But that's not enough for me to keep the system. If I had my druthers, I'd limit the healing surge to once a day when bloodied. But I'd also include feats/daily utility powers that allow one additional surge/day like SWSE does (I think you can get up to 2 extras with a talent and a feat). I wouldn't have leader healing powers use the target's healing surge. I'd just make them encounter powers (or twice/encounter powers such as they are) with a limit on how often they can be used on a single target per short rest. I'd also build some dailies that do significantly greater healing (2-3x surge value). Healing potions and other magic wouldn't run off anyone's healing surges. They'd just add hp. I think the surge value of 1/4 max hp would still be valuable. I'd base all leader healing powers on some multiple of the target's surge value. I'd do the same with all healing potions (no burning a healing surge to gain back fewer hp than using a surge). And since Rocky Balboa usually comes back swinging hard when he surges, I'd give the PC an offensive as well as defensive bonus when he surges. [/QUOTE]
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What are your problems with Healing/Dying mechanics in 4E
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